SPECIAL NOTICE
Malicious code was found on the site, which has been removed, but would have been able to access files and the database, revealing email addresses, posts, and encoded passwords (which would need to be decoded). However, there is no direct evidence that any such activity occurred. REGARDLESS, BE SURE TO CHANGE YOUR PASSWORDS. And as is good practice, remember to never use the same password on more than one site. While performing housekeeping, we also decided to upgrade the forums.
This is a site for discussing roleplaying games. Have fun doing so, but there is one major rule: do not discuss political issues that aren't directly and uniquely related to the subject of the thread and about gaming. While this site is dedicated to free speech, the following will not be tolerated: devolving a thread into unrelated political discussion, sockpuppeting (using multiple and/or bogus accounts), disrupting topics without contributing to them, and posting images that could get someone fired in the workplace (an external link is OK, but clearly mark it as Not Safe For Work, or NSFW). If you receive a warning, please take it seriously and either move on to another topic or steer the discussion back to its original RPG-related theme.

Counters vs numbers

Started by Mishihari, January 08, 2021, 08:20:58 PM

Previous topic - Next topic

Omega

Not just MTG though. The beads and equivalents were popping up here and there in other games. I suspect WOTC started using them for Jyhad/Vampire because they saw someone at a con using them and the beads were so abserdly cheap at the time. WOTC did not originate the use. But they likely helped lend it more visibility as a tracking method.

Two Crows

I meant MtG is what made them cheap.

They were selling so many, it drove costs down.
If I stop replying, it either means I've lost interest in the topic or think further replies are pointless.  I don't need the last word, it's all yours.

Steven Mitchell

Well, in a pinch the bead make good tokens for a horde of monsters, too, especially if you have several different colors.  I use them that way occasionally because they don't slide around like paper minis, are easier to pick up than coins, and I'm not into grid play enough to accumulate miniatures.  Once you have something, you start looking for other ways to use it. :)

deadDMwalking

If you experiment with counters, count up, not down

If you count down, every player has to have ALL their counters, and then when they take damage, they have to physically put them somewhere else.  If you have 5 people at the table, and they each have 40 hit points, you'd have 200 counters at all times.

On the other hand, if you count up, you can have a single container with 200 poker chips (or use values like white = 1 / blue = 5 red = 10) so if each player has taken 10 points of damage you only have 4-40 tokens in play.  It's also easier to see that someone is getting hurt if they have a big pile of damage sitting in front of them versus having a small pile.  Monkey brains are good at associating big piles with big amounts. 

It's easier to track damage than health if you use a physical token. 
When I say objectively, I mean \'subjectively\'.  When I say literally, I mean \'figuratively\'.  
And when I say that you are a horse\'s ass, I mean that the objective truth is that you are a literal horse\'s ass.

There is nothing so useless as doing efficiently that which should not be done at all. - Peter Drucker

Eirikrautha

Quote from: deadDMwalking on January 15, 2021, 09:39:08 AM
If you experiment with counters, count up, not down

If you count down, every player has to have ALL their counters, and then when they take damage, they have to physically put them somewhere else.  If you have 5 people at the table, and they each have 40 hit points, you'd have 200 counters at all times.

On the other hand, if you count up, you can have a single container with 200 poker chips (or use values like white = 1 / blue = 5 red = 10) so if each player has taken 10 points of damage you only have 4-40 tokens in play.  It's also easier to see that someone is getting hurt if they have a big pile of damage sitting in front of them versus having a small pile.  Monkey brains are good at associating big piles with big amounts. 

It's easier to track damage than health if you use a physical token.
Smart.  I like it.
"Testosterone levels vary widely among women, just like other secondary sex characteristics like breast size or body hair. If you eliminate anyone with elevated testosterone, it's like eliminating athletes because their boobs aren't big enough or because they're too hairy." -- jhkim

HappyDaze

Quote from: deadDMwalking on January 15, 2021, 09:39:08 AM
If you experiment with counters, count up, not down

If you count down, every player has to have ALL their counters, and then when they take damage, they have to physically put them somewhere else.  If you have 5 people at the table, and they each have 40 hit points, you'd have 200 counters at all times.

On the other hand, if you count up, you can have a single container with 200 poker chips (or use values like white = 1 / blue = 5 red = 10) so if each player has taken 10 points of damage you only have 4-40 tokens in play.  It's also easier to see that someone is getting hurt if they have a big pile of damage sitting in front of them versus having a small pile.  Monkey brains are good at associating big piles with big amounts. 

It's easier to track damage than health if you use a physical token.
If you have a shared source for the points not actively assigned to PCs, then it makes no difference if they draw from a full common source or toss into an empty common source.

deadDMwalking

Quote from: HappyDaze on January 15, 2021, 12:34:03 PM
Quote from: deadDMwalking on January 15, 2021, 09:39:08 AM
If you experiment with counters, count up, not down

If you count down, every player has to have ALL their counters, and then when they take damage, they have to physically put them somewhere else.  If you have 5 people at the table, and they each have 40 hit points, you'd have 200 counters at all times.

On the other hand, if you count up, you can have a single container with 200 poker chips (or use values like white = 1 / blue = 5 red = 10) so if each player has taken 10 points of damage you only have 4-40 tokens in play.  It's also easier to see that someone is getting hurt if they have a big pile of damage sitting in front of them versus having a small pile.  Monkey brains are good at associating big piles with big amounts. 

It's easier to track damage than health if you use a physical token.
If you have a shared source for the points not actively assigned to PCs, then it makes no difference if they draw from a full common source or toss into an empty common source.

Mathematically?  No

In practice?  Yes.

When you have a pile of 200 pennies and you start tossing into a bank, when you die it's really easy to realize you dropped 2 or 3 (or your neighbor accidentally harvested them when they encroached on his table.  Picking up pennies and putting them in your pile makes them a bad thibg and they're not going to end up where they don't belong.

It is possible that someone will end up with too much damage and not realize - the difference between 190 and 200 is hard to eyeball - it's much easier to see the difference between 10 and zero - but combined with reducing counters (using quarters in place of 25 pennies for example) it isn't much different.  I'm not going to expect you to be a genius, but surely you can count 8 quarters without taking off your shoes?
When I say objectively, I mean \'subjectively\'.  When I say literally, I mean \'figuratively\'.  
And when I say that you are a horse\'s ass, I mean that the objective truth is that you are a literal horse\'s ass.

There is nothing so useless as doing efficiently that which should not be done at all. - Peter Drucker

HappyDaze

Quote from: deadDMwalking on January 15, 2021, 07:34:58 PM
Quote from: HappyDaze on January 15, 2021, 12:34:03 PM
Quote from: deadDMwalking on January 15, 2021, 09:39:08 AM
If you experiment with counters, count up, not down

If you count down, every player has to have ALL their counters, and then when they take damage, they have to physically put them somewhere else.  If you have 5 people at the table, and they each have 40 hit points, you'd have 200 counters at all times.

On the other hand, if you count up, you can have a single container with 200 poker chips (or use values like white = 1 / blue = 5 red = 10) so if each player has taken 10 points of damage you only have 4-40 tokens in play.  It's also easier to see that someone is getting hurt if they have a big pile of damage sitting in front of them versus having a small pile.  Monkey brains are good at associating big piles with big amounts. 

It's easier to track damage than health if you use a physical token.
If you have a shared source for the points not actively assigned to PCs, then it makes no difference if they draw from a full common source or toss into an empty common source.

Mathematically?  No

In practice?  Yes.

When you have a pile of 200 pennies and you start tossing into a bank, when you die it's really easy to realize you dropped 2 or 3 (or your neighbor accidentally harvested them when they encroached on his table.  Picking up pennies and putting them in your pile makes them a bad thibg and they're not going to end up where they don't belong.

It is possible that someone will end up with too much damage and not realize - the difference between 190 and 200 is hard to eyeball - it's much easier to see the difference between 10 and zero - but combined with reducing counters (using quarters in place of 25 pennies for example) it isn't much different.  I'm not going to expect you to be a genius, but surely you can count 8 quarters without taking off your shoes?
My players have used a token system with spell slots, and they quite like the diminishing pool of resources as 0 (pool is empty) is a very natural end point for counting. If you reversed it and accumulated tokens, you have to remember each character's particular thresholds.